Worshippers of the insane god Berossus, the Lords are a technology obsessed, breakaway faction of the human race. Technologically, mirroring their deranged god, the Lords are both highly advanced and highly regressive. Meanwhile, though an army of the Lords cannot boast the most capable of soldiers, it does have the greatest access to the Orb’s most advanced weaponry. Also, be it through drugs or mental conditioning, most of the army’s units are impervious to fear, too.
With options including a Vindex Immortalitatis or Master Surgeon, the first thing for a player of the Lords to consider is the choice of General unit. On foot or upon horseback, a Vindex Immortalitatis, armed with a ray gun and sword or axe, has a Hand-to-Hand Combat (H-t-H) value of 5+ and Shooting (S) value of 5+. Demonstrating himself to be a solid and formidable leader, a Vindex Immortalitatis has a Confidence ( C ) value of 3+, while possessing the Inspiring and Immune to Fear special rules.
With a Hand-to-Hand Combat (H-t-H) value of 6+ and Shooting (S) value of 6+, as well as holding inferior Wounds (W), Confidence ( C ) and Durability (D) values, a Master Surgeon is a less proficient fighter than a Vindex Immortalitatis. However, a Master Surgeon does come with the Medic special rule, in addition to the Inspiring and Immune to Fear special rules, and can also be taken with bodyguards (in which case, the unit benefits from the Follow the Leader and Look Out special rules as well).
When it comes to Champions units, a Lords player faces a similar consideration as with the army’s General unit. Each with its own pros and cons, able to field a maximum of two Champions units, a Lords army has access to Protectors, Surgeons, and Readers of the Scriptures.
On foot or mounted upon a horse, as standard, a Protector unit holds the Immune to Fear special rule, and can be granted the Battle Standard special rule at a cost of an additional +5 Victory Points (VP). Armed with a long-range firearm and sword or axe, a Protector has 2 (3 if mounted) Hand-to-Hand Combat Attacks (A) and 1 Shooting Attack (A).
With 1 Hand-to-Hand Combat Attack (A) and 1 Shooting Attack (A), a Surgeon is armed with a pistol and sword, while possessing the Medic and Immune to Fear special rules. Mirroring a Surgeon unit with its Attacks (A), a Reader of the Scriptures unit has 1 Hand-to-Hand Combat Attack (A) and 1 Shooting Attack (A), while holding the Encouraging special rule.
Magic Users for the Lords comprise of Seekers (of which a maximum of just one unit can be taken into battle), mind-ravaged wizards who are highly knowledgeable about time travel (complete with the Time Travel, Time Travel Master, and Time Manipulator special rules) but also disturbingly unhinged.
Available in units of 5, 10 and 15, armed with fire lances, and holders of the Confidence Enhancers and Chicoi Stimulants special rules, drugged Foot Soldiers are the ‘standard’ Foot Troops of the Lords. Meanwhile, carrying deadly but unreliable ray guns, another unit which is enhanced through the use of narcotics, Ray Gunners are the standard missile troops of the Lords.
With decent Hand-to-Hand Combat (H-t-H) and Durability (D) values (both 6+) and holding the Psychotic special rule, Cerebrosus units can be considered the Lords’ shock troops. Meanwhile, holding the Tracker, Immune to Fear, Spotters and Fly special rules, limited to a maximum of two units, a Lords army can include Bellators, winged scouts armed for both close combat and shooting.
Available in units of 5 and 10, Mounted Troops choices come in the form of fire lance wielding Equi Ascensores, units which have, per model, 2 Hand-to-Hand Combat Attacks (A) and 1 Shooting Attack (A). Impervious to fear, and injected with combat-enhancing drugs before battle, Equi Ascensores have the Immune to Fear and Chicoi Stimulants special rules.
The choice of Monsters units within a Lords army is limited to up to two units of Ogres Experiments, brutal, hulking monstrosities which hold the Psychotic special rule. Perhaps the most nightmarish of all their units, though, God Stalkers (of which up to three can be fielded) are walking killing machines fitted with a ray gun, and operated by an encased crewman, who is, essentially, a sacrifice to Berossus.
Further information on the Lords and the complete Lords Army List can be found in the Shadows of Centralis book. Below is an example Army List.
Lords Magic Cards
Below are Shadows of Centralis Lords Magic Cards (Magic Spells originally printed in the Shadows of Centralis book) which can be printed out, fixed to card, and used in games.
Shadows of Centralis can be played with models from any manufacturer, below are a few ideas for armies of the Lords…
Sculpted by Soapy and Robbie Baker, respectively, forming part of Gripping Beast’s SciFi range, Laser Troopers and Corporation Commandos make ideal Ray Gunners for the Lords. Meanwhile, again sculpted by Soapy, for those looking to convert models for their Lords armies, options to consider include Deck Officers and the Hostile Environment Suit model.
Available as part of several plastic sets, as well as single metal pieces, Gripping Beast produce many different 28mm model horses; their ranges have expanded even further of late due to the company’s recent purchase of Front Rank Figurines. Many armies within Shadows of Centralis use horses, in addition to a Vindex Immortalitatis on Horse and Protector on Horse, other units of the Lords which can benefit from Gripping Beast’s horse figures include Equi Ascensores.
Within their Konflikt ’47 range, especially, Warlord Games offer a number of miniatures which are ideal for using in units of the Lords. Notable mentions include the company’s German Specialist Medic, which is perfect for using as a Master Surgeon with Bodyguards unit, and GB Hornet Medium Walker, which serves well as a God Stalker. Further to this, much like Gripping Beast, Warlord Games have a wide range of plastic sprues available which can be used in a range of different conversion projects.